Files
glitch-in-the-system/scripts/map_generation.gd
2023-02-01 04:43:50 -05:00

311 lines
9.1 KiB
GDScript

extends Node
@export var mapSize = 128
var playerSpawn = Vector2()
@export
var player_scene: PackedScene
@onready
var tile_map: TileMap = $tile_map
@export
var light: PackedScene
@export
var pickup: PackedScene
@export
var basic_enemy: PackedScene
@export
var exit: PackedScene
@export
var music: AudioStream
const PATH_SIZE = 2
func _ready():
MusicPlayer.stop()
MusicPlayer.stream = music
MusicPlayer.volume_db = 0
MusicPlayer.play()
UpdateProgress("Loading generation libraries...")
randomize()
func UpdateProgress(message):
print(message)
$LoadingScreen.get_child(2).text = message
func setTile(x,y, value):
var tileValue = -1
if(value == "block"):
tileValue = 0
elif(value == "safe_block"):
tileValue = 2
elif(value == "player"):
playerSpawn = Vector2(x,y)
elif(value == "ladder"):
tileValue = 1
elif(value == "light"):
create_object(x,y, light)
elif(value == "coin"):
create_object(x,y, pickup)
elif(value == "enemy"):
create_object(x,y, basic_enemy)
elif(value == "exit"):
create_object(x,y, exit)
tile_map.set_cell(tileValue, Vector2i(x, y))
func create_object(x: int, y: int, object_scene: PackedScene) -> void:
var obj = object_scene.instantiate()
self.add_child(obj)
var pos = tile_map.map_to_local(Vector2i(x,y))
obj.position = Vector2(pos.x + 8, pos.y + 8)
func generateStructure(x,y, structure):
var symbolDictionary = {
"x" : "safe_block",
"p" : "player",
"l" : "ladder",
"c" : "coin",
"e" : "enemy",
"#" : "exit",
"?": "light"
}
var largestX = 0
var largestY = structure.size()
for structY in range(0, structure.size()):
for structX in range(0, structure[structY].size()):
if structX > largestX:
largestX = structX
var symbol = structure[structY][structX]
setTile(x + structX, y + structY, symbolDictionary.get(symbol))
var rect = Rect2(Vector2(x-1,y-1),Vector2(largestX+1,largestY+1))
return rect
func fillMap(value="block"):
for x in range(0, mapSize):
for y in range(0, mapSize):
setTile(x,y,value)
func spawnPlayer():
var tempVector = Vector2(playerSpawn.x * tile_map.cell_size.x, playerSpawn.y * tile_map.cell_size.y)
var player = player_scene.instantiate()
add_child(player)
player.position = tempVector
var welcome = load("res://Nodes/PlayerGreetings.tscn").instantiate()
add_child(welcome)
welcome.position = Vector2(tempVector.x - 16, tempVector.y - 16)
tile_map.set_cell(-1, Vector2i(playerSpawn.x, playerSpawn.y))
$LoadingScreen.hideSelf()
var rooms = Array()
func createConnections():
var graph = AStar3D.new()
var point_id = 0
for x in range(mapSize):
for y in range(mapSize):
if tile_map.get_cell(x,y) == 0:
graph.add_point(point_id, Vector3(x,y,0))
if x > 0 && tile_map.get_cell(x - 1, y) == 0:
var left_point = graph.get_closest_point(Vector3(x - 1, y, 0))
graph.connect_points(point_id, left_point)
if y > 0 && tile_map.get_cell(x, y - 1) == 0:
var above_point = graph.get_closest_point(Vector3(x, y - 1, 0))
graph.connect_points(point_id, above_point)
point_id += 1
var room_graph = AStar3D.new()
point_id = 0
for room in rooms:
var room_center = room.position + room.size / 2
room_graph.add_point(point_id, Vector3(room_center.x, room_center.y, 0))
point_id += 1
while !is_everything_connected(room_graph):
add_random_connection(graph, room_graph)
func is_everything_connected(graph):
var points = graph.get_points()
var start = points.pop_back()
for point in points:
var path = graph.get_point_path(start, point)
if !path:
return false
return true
func add_random_connection(stone_graph, room_graph):
var start_room_id = get_least_connected_point(room_graph)
var end_room_id = get_nearest_unconnected_point(room_graph, start_room_id)
var start_position = pick_random_door_location(rooms[start_room_id])
var end_position = pick_random_door_location(rooms[end_room_id])
var closet_start_point = stone_graph.get_closest_point(start_position)
var closet_end_point = stone_graph.get_closest_point(end_position)
var path = stone_graph.get_point_path(closet_start_point, closet_end_point)
for pos in path:
for i in range(PATH_SIZE):
if(tile_map.get_cell(pos.x+i, pos.y+i) == 0):
setTile(pos.x+i, pos.y+i, "-1")
if(tile_map.get_cell(pos.x+i, pos.y-i) == 0):
setTile(pos.x+i, pos.y-i, "-1")
if(tile_map.get_cell(pos.x-i, pos.y+i) == 0):
setTile(pos.x-i, pos.y+i, "-1")
if(tile_map.get_cell(pos.x-i, pos.y-i) == 0):
setTile(pos.x-i, pos.y-i, "-1")
if tile_map.get_cell(pos.x, pos.y - 2) == -1:
if tile_map.get_cell(pos.x, pos.y - 1) == -1:
if tile_map.get_cell(pos.x, pos.y) == -1:
if !isNextToCell(pos.x, pos.y, 1):
setTile(pos.x, pos.y, "ladder")
#elif(randf_range(0,1) > 0.666):
# setTile(pos.x, pos.y, "light")
elif tile_map.get_cell(pos.x, pos.y + 2) == -1:
if tile_map.get_cell(pos.x, pos.y + 1) == -1:
if tile_map.get_cell(pos.x, pos.y) == -1:
if !isNextToCell(pos.x, pos.y, 1):
setTile(pos.x, pos.y, "ladder")
room_graph.connect_points(start_room_id, end_room_id)
func isNextToCell(x, y, tileId):
return tile_map.get_cell(x-1, y) == tileId or tile_map.get_cell(x+1, y) == tileId or tile_map.get_cell(x, y-1) == tileId or tile_map.get_cell(x, y+1) == tileId
func get_least_connected_point(graph):
var point_ids = graph.get_points()
var least
var tied_for_least
for point in point_ids:
var count = graph.get_point_connections(point).size()
if !least or count < least:
least = count
tied_for_least = [point]
elif count == least:
tied_for_least.append(point)
return tied_for_least[randi() % tied_for_least.size()]
func get_nearest_unconnected_point(graph, target_point):
var target_position = graph.get_point_position(target_point)
var point_ids = graph.get_points()
var nearest
var tied_for_nearest = []
for point in point_ids:
if point == target_point:
continue
var path = graph.get_point_path(point, target_point)
if path:
continue
var dist = (graph.get_point_position(point) - target_position).length()
if !nearest || dist < nearest:
nearest = dist
tied_for_nearest = [point]
elif dist == nearest:
tied_for_nearest.append(point)
return tied_for_nearest[randi() % tied_for_nearest.size()]
func pick_random_door_location(room):
var options = []
for x in range(room.position.x + 1, room.end.x - 2):
if tile_map.get_cell(x, room.position.y) == -1:
options.append(Vector3(x, room.position.y, 0))
if tile_map.get_cell(x, room.end.y) == -1:
options.append(Vector3(x, room.end.y - 1, 0))
for y in range(room.position.y + 1, room.end.y - 2):
if tile_map.get_cell(room.position.x, y) == -1:
options.append(Vector3(room.position.x, y, 0))
if tile_map.get_cell(room.end.x - 1, y) == -1:
options.append(Vector3(room.end.x - 1, y, 0))
return options[randi() % options.size()]
func defaultGenerator(padding = 16):
UpdateProgress("Running default generator with map size " + str(mapSize) + "x" + str(mapSize))
fillMap()
var randomStructures = [
[
['x','x','x','x','x','x','x','x','x','x','x','x'],
[' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' '],
[' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' '],
[' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' '],
['x','x',' ',' ','x',' ',' ','x',' ',' ','x','x'],
['x',' ',' ',' ','x',' ',' ','x',' ',' ',' ','x'],
['x',' ',' ',' ','x',' ','e','x',' ','e',' ','x'],
['x','x','x','x','x','x','x','x','x','x','x','x']
],
[
['x','x','x','x','x','x','x','x','x','x','x','x'],
[' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' '],
[' ',' ',' ',' ','x','l',' ','x',' ',' ',' ',' '],
[' ','e',' ',' ','x',' ',' ','x',' ',' ',' ',' '],
['x','x','x','x','x','l',' ','x','x','x','x','x'],
['x',' ',' ',' ','x',' ',' ','x',' ',' ',' ','x'],
['x','c',' ',' ',' ',' ','e',' ',' ',' ','c','x'],
['x','x','x','x','x','x','x','x','x','x','x','x']
],
]
for i in range(randf_range(mapSize/32.0, mapSize/8.0)):
rooms.append(generateStructure(randf_range(padding, mapSize - padding),randf_range(padding, mapSize - padding), randomStructures[randf_range(0, randomStructures.size())]))
#Create spawn point
UpdateProgress("Creating client connection port...")
var spawnStructure = [
['x','x','x','x','x','x','x','x','x'],
['x',' ','?',' ',' ',' ','?',' ','x'],
['x',' ',' ',' ',' ',' ',' ',' ',' '],
['x',' ','p',' ',' ',' ',' ',' ',' '],
['x','x','x','x','x','x','x','x','x']]
rooms.append(generateStructure(randf_range(padding, mapSize/3.0),randf_range(padding, mapSize/3.0), spawnStructure))
var exitStructure = [
['x','x','x','x','x','x','x'],
['x',' ',' ',' ',' ',' ','x'],
['x',' ',' ',' ',' ',' ','x'],
[' ',' ',' ','#',' ',' ',' '],
[' ',' ','x','x','x',' ',' '],
[' ',' ','x','x','x',' ',' ']]
rooms.append(generateStructure(randf_range(padding, mapSize - padding),randf_range(padding, mapSize - padding*3), exitStructure))
createConnections()
tile_map.set_cell(playerSpawn.x, playerSpawn.y, 0)
UpdateProgress("Removing all possible escapes...")
for x in range(0, mapSize):
for y in range(0, mapSize):
if x < padding or y < padding or x >= mapSize - padding or y >= mapSize - padding:
setTile(x,y,"block")
spawnPlayer()